# NetHack 3.5	Makefile.msc	$NHDT-Date$  $NHDT-Branch$:$NHDT-Revision$
# NetHack 3.5	Makefile.msc	$Date: 2012/04/14 00:38:09 $  $Revision: 1.54 $
#       Copyright (c) NetHack PC Development Team 1993-2012
#
#       NetHack 3.5.x Makefile for MS Visual Studio Visual C++ compiler
#  
#       Win32 Compilers Tested:
#            - Microsoft Visual Studio 2010 Express
#            - Microsoft Visual Studio 2010 Express, with the Platform SDK
#
#   This is used for building two versions of NetHack:
#   A tty port utilizing the Win32 Console I/O subsystem, Console
#       NetHack;
#   A Win32 native port built on the Windows API, Graphical NetHack or
#       NetHackW.
#
#       In addition to your C compiler,
#
#       if you want to change           you will need a
#       files with suffix               workalike for
#              .y                           yacc   (such as bison)
#              .l                           lex    (such as flex)
#
#
#       If you have any questions read the sys/winnt/Install.nt file included 
#       with the distribution.
#==============================================================================
# Do not delete the following line.
!include <win32.mak>

# Graphical interface
# Set to Y for a graphical version

#GRAPHICAL = Y

#  Set the gamedir according to your preference.  
#  If not present prior to compilation it gets created.

!IF "$(GRAPHICAL)" == "Y"
GAME    = NetHackW                # Game Name
!ELSE
GAME    = NetHack                 # Game Name
!ENDIF

GAMEDIR = ..\binary               # Game directory

#
#  Source directories.    Makedefs hardcodes these, don't change them.
#

INCL  = ..\include   # NetHack include files
DAT   = ..\dat       # NetHack data files
DOC   = ..\doc       # NetHack documentation files
UTIL  = ..\util      # Utility source
SRC   = ..\src       # Main source
SSYS  = ..\sys\share # Shared system files
NTSYS = ..\sys\winnt # NT Win32 specific files
TTY   = ..\win\tty   # window port files (tty)
WIN32 = ..\win\win32 # window port files (Win32)
WSHR  = ..\win\share # Tile support files 

#
#  Object directory.
#

OBJ     = o


#
#==========================================
# Exe File Info.
#==========================================
 
# Yacc/Lex ... if you got 'em.
#
# If you have yacc and lex programs (or work-alike such as bison 
# and flex), comment out the upper two macros and uncomment 
# the lower two.
#

DO_YACC = YACC_MSG
DO_LEX  = LEX_MSG
#DO_YACC  = YACC_ACT
#DO_LEX   = LEX_ACT

# - Specify your yacc and lex programs (or work-alikes) here.

#YACC	= bison -y
YACC   = byacc
#YACC	= yacc

#LEX	= lex
LEX	= flex

#
# - Specify your flex skeleton file (if needed).
#

FLEXSKEL =
#FLEXSKEL = -S../tools/flex.ske

YTABC   = y_tab.c
YTABH   = y_tab.h
LEXYYC  = lexyy.c

#
# Optional high-quality BSD random number generation routines
# (see pcconf.h). Set to nothing if not used.
#

RANDOM	= $(OBJ)\random.o
#RANDOM	=

#
#  Uncomment the next 2 lines _ONLY_ if you DO NOT want any
#  debug capability in the object files, or in the NetHack executable.
#  Comment them if you want debug capability.

#ldebug =
#cdebug =

#
# Compiler and Linker flags
#

PRECOMPHEAD = N			# set to Y if you want to use precomp. headers

#
# If you defined ZLIB_COMP in include/config.h and you need
# to link with the zlib.lib library, uncomment the line below.
# If necessary, prefix explicit path information to the file name
# otherwise it assumes the NetHack src directory.
#

#ZLIB = zlib.lib

#===============================================
#======= End of Modification Section ===========
#===============================================
################################################
#                                              #
# Nothing below here should have to be changed.#
#                                              #
################################################

!IF "$(GRAPHICAL)" == "Y"
WINPORT	= $(O)tile.o $(O)mhaskyn.o $(O)mhdlg.o \
	$(O)mhfont.o $(O)mhinput.o $(O)mhmain.o $(O)mhmap.o \
	$(O)mhmenu.o $(O)mhmsgwnd.o $(O)mhrip.o $(O)mhsplash.o \
	$(O)mhstatus.o $(O)mhtext.o $(O)mswproc.o $(O)winhack.o
WINPHDR	= $(WIN32)\mhaskyn.h $(WIN32)\mhdlg.h $(WIN32)\mhfont.h \
	$(WIN32)\mhinput.h $(WIN32)\mhmain.h $(WIN32)\mhmap.h $(WIN32)\mhmenu.h \
	$(WIN32)\mhmsg.h $(WIN32)\mhmsgwnd.h $(WIN32)\mhrip.h $(WIN32)\mhstatus.h \
	$(WIN32)\mhtext.h $(WIN32)\resource.h $(WIN32)\winMS.h
WINDLLS =
WINPFLAG= -DTILES -DMSWIN_GRAPHICS
NHRES	= $(O)winhack.res
WINPINC	= -I$(WIN32)
COMCTRL = comctl32.lib
!ELSE
WINPORT	= $(O)nttty.o    
WINPHDR	=
WINDLLS	= $(GAMEDIR)\nhdefkey.dll $(GAMEDIR)\nh340key.dll $(GAMEDIR)\nhraykey.dll
WINPFLAG= -DWIN32CON
NHRES	= $(O)console.res
WINPINC	=
COMCTRL = 
!ENDIF

TILEUTIL16  = $(UTIL)\tile2bmp.exe
TILEBMP16   = $(SRC)\tiles.bmp

TILEUTIL32  = $(UTIL)\til2bm32.exe
TILEBMP32   = $(SRC)\tiles32.bmp

SOUND = $(OBJ)\ntsound.o

#SOUND =

# To store all the level files,
# help files, etc. in a single library file.
# USE_DLB = Y is left uncommented

USE_DLB = Y

! IF ("$(USE_DLB)"=="Y")
DLBFLG = -DDLB
! ELSE
DLBFLG =
! ENDIF

#==========================================
#==========================================
# Setting up the compiler and linker
#==========================================
#==========================================

PDBFILE= /PDB:"$(O)$(GAME).PDB"
MAPFILE= /MAP:"$(O)$(GAME).MAP"
INCLDIR= /I..\include

!IF ("$(ldebug)" != "")
!IF ("$(ldebug)" != "/RELEASE")
ldebug = /DEBUG
!ENDIF
!ENDIF

!IF ("$(cdebug)" != "")
!IF ("$(cdebug)" != "-Ox -DNDEBUG")
cdebug = -Zi -Od
!ENDIF
!ENDIF

cflags2 = $(cflags:-W4=-W3)
#More verbose below
#cflags2 = $(cflags) -wd4131
#cflags2 = $(cflags:-W4=-Wall)

#==========================================
# Util builds
#==========================================

cflagsUtil = $(cdebug) $(cflags2) $(INCLDIR) \
	     $(WINPFLAG) $(DLBFLG)
lflagsUtil = $(ldebug) $(lflags) $(conlibs)

#==========================================
# - Game build
#==========================================

GAMEPDBFILE= /PDB:"$(O)$(GAME).PDB"
GAMEMAPFILE= /MAP:"$(O)$(GAME).MAP"
LIBS= user32.lib winmm.lib $(ZLIB)

!IF ("$(GRAPHICAL)"=="Y")

cflagsGame = $(cdebug) $(cflags2) $(guiflags) $(INCLDIR) \
	     $(WINPFLAG) $(DLBFLG) $(GAMEPDBFILE) $(GAMEMAPFILE)
lflagsGame = $(ldebug) $(lflags) $(guilibs)

!ELSE

cflagsGame = $(cdebug) $(cflags2) $(conflags) $(INCLDIR) \
	     $(WINPFLAG) $(DLBFLG) $(GAMEPDBFILE) $(GAMEMAPFILE)
lflagsGame = $(ldebug) $(lflags) $(conlibs)

!ENDIF

GAMEFILE = $(GAMEDIR)\$(GAME).exe # whole thing

! IF ("$(USE_DLB)"=="Y")
DLB = nhdat
! ELSE
DLB =
! ENDIF

#==========================================
#================ RULES ==================
#==========================================

.SUFFIXES: .exe .o .til .uu .c .y .l

#==========================================
# Rules for files in src
#==========================================

.c{$(OBJ)}.o:
	 @$(cc) $(cflagsUtil)  -Fo$@ $<

{$(SRC)}.c{$(OBJ)}.o:
	 @$(CC) $(cflagsUtil)   -Fo$@  $<

#==========================================
# Rules for files in sys\share
#==========================================

{$(SSYS)}.c{$(OBJ)}.o:
	@$(CC) $(cflagsUtil)  -Fo$@  $<

#==========================================
# Rules for files in sys\winnt
#==========================================

{$(NTSYS)}.c{$(OBJ)}.o:
	@$(CC) $(cflagsUtil)  -Fo$@  $<

{$(NTSYS)}.h{$(INCL)}.h:
	@copy $< $@

#==========================================
# Rules for files in util
#==========================================

{$(UTIL)}.c{$(OBJ)}.o:
	@$(CC) $(cflagsUtil) -Fo$@ $<

#==========================================
# Rules for files in win\share
#==========================================

{$(WSHR)}.c{$(OBJ)}.o:
	@$(CC) $(cflagsUtil)  -Fo$@ $<

{$(WSHR)}.h{$(INCL)}.h:
	@copy $< $@

#{$(WSHR)}.txt{$(DAT)}.txt:
#	@copy $< $@

#==========================================
# Rules for files in win\tty
#==========================================

{$(TTY)}.c{$(OBJ)}.o:
	@$(CC) $(cflagsUtil)  -Fo$@  $<


#==========================================
# Rules for files in win\win32
#==========================================

{$(WIN32)}.c{$(OBJ)}.o:
	@$(cc) $(cflagsUtil)  -Fo$@  $<

#==========================================
#================ MACROS ==================
#==========================================
# This section creates shorthand macros for many objects
# referenced later on in the Makefile.
#

DEFFILE = $(NTSYS)\$(GAME).def

#
# Shorten up the location for some files
#

O  = $(OBJ)^\

U  = $(UTIL)^\

#
# Utility Objects.
#

MAKESRC        = $(U)makedefs.c

SPLEVSRC       = $(U)lev_yacc.c	$(U)lev_$(LEX).c $(U)lev_main.c  $(U)panic.c

DGNCOMPSRC     = $(U)dgn_yacc.c	$(U)dgn_$(LEX).c $(U)dgn_main.c

MAKEOBJS       = $(O)makedefs.o $(O)monst.o $(O)objects.o

SPLEVOBJS      = $(O)lev_yacc.o	$(O)lev_$(LEX).o $(O)lev_main.o \
		 $(O)alloc.o	$(O)decl.o	$(O)drawing.o \
		 $(O)monst.o	$(O)objects.o	$(O)panic.o

DGNCOMPOBJS    = $(O)dgn_yacc.o	$(O)dgn_$(LEX).o $(O)dgn_main.o \
		 $(O)alloc.o	$(O)panic.o

RECOVOBJS      = $(O)recover.o

TILEFILES      = $(WSHR)\monsters.txt $(WSHR)\objects.txt $(WSHR)\other.txt

#
# These are not invoked during a normal game build in 3.4
#
TEXT_IO        = $(O)tiletext.o	$(O)tiletxt.o	$(O)drawing.o \
		 $(O)decl.o	$(O)monst.o	$(O)objects.o

TEXT_IO32      = $(O)tilete32.o $(O)tiletx32.o $(O)drawing.o \
		 $(O)decl.o	$(O)monst.o	$(O)objects.o

GIFREADERS     = $(O)gifread.o	$(O)alloc.o $(O)panic.o
GIFREADERS32   = $(O)gifrd32.o $(O)alloc.o $(O)panic.o

PPMWRITERS     = $(O)ppmwrite.o $(O)alloc.o $(O)panic.o

#
#  Object files for the game itself.
#

VOBJ01 = $(O)allmain.o  $(O)alloc.o    $(O)apply.o    $(O)artifact.o
VOBJ02 = $(O)attrib.o   $(O)ball.o     $(O)bones.o    $(O)botl.o    
VOBJ03 = $(O)cmd.o      $(O)dbridge.o  $(O)decl.o     $(O)detect.o  
VOBJ04 = $(O)dig.o      $(O)display.o  $(O)do.o       $(O)do_name.o 
VOBJ05 = $(O)do_wear.o  $(O)dog.o      $(O)dogmove.o  $(O)dokick.o  
VOBJ06 = $(O)dothrow.o  $(O)drawing.o  $(O)dungeon.o  $(O)eat.o     
VOBJ07 = $(O)end.o      $(O)engrave.o  $(O)exper.o    $(O)explode.o 
VOBJ08 = $(O)extralev.o $(O)files.o    $(O)fountain.o $(O)hack.o    
VOBJ09 = $(O)hacklib.o  $(O)invent.o   $(O)light.o    $(O)lock.o    
VOBJ10 = $(O)mail.o     $(O)pcmain.o   $(O)makemon.o  $(O)mapglyph.o $(O)mcastu.o  
VOBJ11 = $(O)mhitm.o    $(O)mhitu.o    $(O)minion.o   $(O)mklev.o   
VOBJ12 = $(O)mkmap.o    $(O)mkmaze.o   $(O)mkobj.o    $(O)mkroom.o  
VOBJ13 = $(O)mon.o      $(O)mondata.o  $(O)monmove.o  $(O)monst.o   
VOBJ14 = $(O)monstr.o   $(O)mplayer.o  $(O)mthrowu.o  $(O)muse.o    
VOBJ15 = $(O)music.o    $(O)o_init.o   $(O)objects.o  $(O)objnam.o  
VOBJ16 = $(O)options.o  $(O)pager.o    $(O)pickup.o   $(O)pline.o   
VOBJ17 = $(O)polyself.o $(O)potion.o   $(O)pray.o     $(O)priest.o  
VOBJ18 = $(O)quest.o    $(O)questpgr.o $(RANDOM)      $(O)read.o    
VOBJ19 = $(O)rect.o     $(O)region.o   $(O)restore.o  $(O)rip.o     
VOBJ20 = $(O)rnd.o      $(O)role.o     $(O)rumors.o   $(O)save.o    
VOBJ21 = $(O)shk.o      $(O)shknam.o   $(O)sit.o      $(O)sounds.o  
VOBJ22 = $(O)sp_lev.o   $(O)spell.o    $(O)steal.o    $(O)steed.o   
VOBJ23 = $(O)sys.o      $(O)teleport.o $(O)timeout.o  $(O)topten.o
VOBJ24 = $(O)track.o    $(O)trap.o     $(O)u_init.o   $(O)uhitm.o
VOBJ25 = $(O)vault.o    $(O)vis_tab.o  $(O)vision.o   $(O)weapon.o
VOBJ26 = $(O)were.o     $(O)wield.o    $(O)windows.o  $(O)wizard.o
VOBJ27 = $(O)worm.o     $(O)worn.o     $(O)write.o    $(O)zap.o     

DLBOBJ = $(O)dlb.o

TTYOBJ = $(O)topl.o     $(O)getline.o  $(O)wintty.o

SOBJ   = $(O)winnt.o    $(O)pcsys.o      $(O)pcunix.o  \
	   $(SOUND) 	$(O)nhlan.o

OBJS   = $(VOBJ01) $(VOBJ02) $(VOBJ03) $(VOBJ04) $(VOBJ05) \
         $(VOBJ06) $(VOBJ07) $(VOBJ08) $(VOBJ09) $(VOBJ10) \
         $(VOBJ11) $(VOBJ12) $(VOBJ13) $(VOBJ14) $(VOBJ15) \
         $(VOBJ16) $(VOBJ17) $(VOBJ18) $(VOBJ19) $(VOBJ20) \
         $(VOBJ21) $(VOBJ22) $(VOBJ23) $(VOBJ24) $(VOBJ25) \
         $(VOBJ26) $(VOBJ27)

WINPOBJ = $(WINPORT)

VVOBJ  = $(O)version.o

ALLOBJ  = $(WINPOBJ) $(SOBJ) $(DLBOBJ)  $(TTYOBJ) $(WOBJ) $(OBJS) $(VVOBJ)

!IF "$(GRAPHICAL)" == "Y"
OPTIONS_FILE = $(DAT)\guioptions
!ELSE
OPTIONS_FILE = $(DAT)\ttyoptions
!ENDIF
#==========================================
# Header file macros
#==========================================

CONFIG_H = $(INCL)\config.h $(INCL)\config1.h $(INCL)\tradstdc.h \
		$(INCL)\global.h $(INCL)\coord.h $(INCL)\vmsconf.h \
		$(INCL)\system.h $(INCL)\unixconf.h $(INCL)\os2conf.h \
		$(INCL)\micro.h $(INCL)\pcconf.h $(INCL)\tosconf.h \
		$(INCL)\amiconf.h $(INCL)\macconf.h $(INCL)\beconf.h \
		$(INCL)\ntconf.h

HACK_H = $(INCL)\hack.h $(CONFIG_H) $(INCL)\align.h $(INCL)\context.h \
		$(INCL)\dungeon.h $(INCL)\monsym.h $(INCL)\mkroom.h \
		$(INCL)\objclass.h $(INCL)\youprop.h $(INCL)\prop.h \
		$(INCL)\permonst.h $(INCL)\monattk.h \
		$(INCL)\monflag.h $(INCL)\mondata.h $(INCL)\pm.h \
		$(INCL)\wintype.h $(INCL)\decl.h $(INCL)\quest.h \
		$(INCL)\spell.h $(INCL)\color.h $(INCL)\obj.h \
		$(INCL)\you.h $(INCL)\attrib.h $(INCL)\monst.h \
		$(INCL)\mextra.h $(INCL)\skills.h $(INCL)\onames.h \
		$(INCL)\timeout.h $(INCL)\trap.h $(INCL)\flag.h $(INCL)\rm.h \
		$(INCL)\vision.h $(INCL)\display.h $(INCL)\engrave.h \
		$(INCL)\rect.h $(INCL)\region.h $(INCL)\winprocs.h $(INCL)\botl.h \
		$(INCL)\wintty.h $(INCL)\sys.h $(INCL)\trampoli.h

LEV_H       = $(INCL)\lev.h
DGN_FILE_H  = $(INCL)\dgn_file.h
LEV_COMP_H  = $(INCL)\lev_comp.h
SP_LEV_H    = $(INCL)\sp_lev.h
TILE_H      = ..\win\share\tile.h

#==========================================
# Miscellaneous
#==========================================

DATABASE = $(DAT)\data.base

#
#  The name of the game.
#

GAMEFILE = $(GAMEDIR)\$(GAME).exe

#==========================================
#=============== TARGETS ==================
#==========================================

#
#  The default make target (so just typing 'nmake' is useful).
#
default : $(GAMEFILE)

#
#  The main target.
#

$(GAME): $(O)obj.tag $(O)utility.tag envchk $(GAMEFILE)
	@echo $(GAME) is up to date.

#
#  Everything
#

all :	install

install: envchk $(GAME) $(O)install.tag
	 @echo Done.

$(O)install.tag: 	$(DAT)\data	$(DAT)\rumors	 $(DAT)\dungeon \
	 	$(DAT)\oracles	$(DAT)\quest.dat $(O)sp_lev.tag $(DLB)
! IF ("$(USE_DLB)"=="Y")
	copy nhdat                $(GAMEDIR)
	copy $(DAT)\license       $(GAMEDIR)
	copy $(DAT)\opthelp       $(GAMEDIR)
! ELSE
	copy $(DAT)\*.            $(GAMEDIR)
	copy $(DAT)\*.dat         $(GAMEDIR)
	copy $(DAT)\*.lev         $(GAMEDIR)
	if exist $(GAMEDIR)\makefile del $(GAMEDIR)\makefile
! ENDIF
	if exist $(DAT)\symbols copy $(DAT)\symbols $(GAMEDIR)
	if exist $(DOC)\guidebook.txt copy $(DOC)\guidebook.txt $(GAMEDIR)\Guidebook.txt
	if exist $(DOC)\nethack.txt copy $(DOC)\nethack.txt $(GAMEDIR)\NetHack.txt
	@if exist $(O)$(GAME).PDB copy $(O)$(GAME).pdb $(GAMEDIR)\$(GAME).pdb
	@if exist $(GAMEDIR)\$(GAME).PDB echo NOTE: You may want to remove $(GAMEDIR)\$(GAME).pdb to conserve space
	-copy $(NTSYS)\defaults.nh   $(GAMEDIR)\defaults.nh
	echo install done > $@

#	copy $(NTSYS)\winnt.hlp    $(GAMEDIR)

recover: $(U)recover.exe
	if exist $(U)recover.exe copy $(U)recover.exe  $(GAMEDIR)
	if exist $(DOC)\recover.txt copy $(DOC)\recover.txt $(GAMEDIR)\recover.txt

$(O)sp_lev.tag: $(O)utility.tag $(DAT)\bigroom.des  $(DAT)\castle.des \
	$(DAT)\endgame.des $(DAT)\gehennom.des $(DAT)\knox.des   \
	$(DAT)\medusa.des  $(DAT)\oracle.des   $(DAT)\tower.des  \
	$(DAT)\yendor.des  $(DAT)\arch.des     $(DAT)\barb.des   \
	$(DAT)\caveman.des $(DAT)\healer.des   $(DAT)\knight.des \
	$(DAT)\monk.des    $(DAT)\priest.des   $(DAT)\ranger.des \
	$(DAT)\rogue.des   $(DAT)\samurai.des  $(DAT)\sokoban.des \
	$(DAT)\tourist.des $(DAT)\valkyrie.des $(DAT)\wizard.des
	cd $(DAT)
	$(U)levcomp bigroom.des
	$(U)levcomp castle.des
	$(U)levcomp endgame.des
	$(U)levcomp gehennom.des
	$(U)levcomp knox.des
	$(U)levcomp mines.des
	$(U)levcomp medusa.des
	$(U)levcomp oracle.des
	$(U)levcomp sokoban.des
	$(U)levcomp tower.des
	$(U)levcomp yendor.des
	$(U)levcomp arch.des
	$(U)levcomp barb.des
	$(U)levcomp caveman.des
	$(U)levcomp healer.des
	$(U)levcomp knight.des
	$(U)levcomp monk.des
	$(U)levcomp priest.des
	$(U)levcomp ranger.des
	$(U)levcomp rogue.des
	$(U)levcomp samurai.des
	$(U)levcomp tourist.des
	$(U)levcomp valkyrie.des
	$(U)levcomp wizard.des
	cd $(SRC)
	echo sp_levs done > $(O)sp_lev.tag

$(O)utility.tag: $(INCL)\date.h $(INCL)\onames.h $(INCL)\pm.h \
		$(SRC)\monstr.c		$(SRC)\vis_tab.c  \
		$(U)levcomp.exe	$(INCL)\vis_tab.h \
		$(U)dgncomp.exe
             @echo utilities made >$@
	     @echo utilities made.

tileutil: $(U)gif2txt.exe $(U)gif2tx32.exe $(U)txt2ppm.exe
	@echo Optional tile development utilities are up to date.

!IF "$(GRAPHICAL)"=="Y"
$(NHRES): $(TILEBMP16) $(WIN32)\winhack.rc $(WIN32)\mnsel.bmp \
	$(WIN32)\mnselcnt.bmp $(WIN32)\mnunsel.bmp \
	$(WIN32)\petmark.bmp $(WIN32)\NetHack.ico $(WIN32)\rip.bmp \
	$(WIN32)\splash.bmp
	@$(rc) -r -fo$@ -i$(WIN32) -dNDEBUG $(WIN32)\winhack.rc
!ELSE
$(NHRES): $(NTSYS)\console.rc $(NTSYS)\NetHack.ico
	@$(rc) -r -fo$@ -i$(NTSYS) -dNDEBUG $(NTSYS)\console.rc
!ENDIF

#==========================================
#  The main target.
#==========================================

#  The section for linking the NetHack image looks a little strange at 
#  first, especially if you are used to UNIX makes, or NDMAKE.  It is 
#  Microsoft nmake specific, and it gets around the problem of the 
#  link command line being too long for the linker.  An "in-line" linker 
#  response file is generated temporarily.
#
#  It takes advantage of the following features of nmake:
#
#  Inline files : 
#			Specifying the "<<" means to start an inline file.
#                 	Another "<<" at the start of a line closes the 
#                 	inline file.
#
#  Substitution within Macros:
#                       $(mymacro:string1=string2) replaces every
#                       occurrence of string1 with string2 in the 
#                       macro mymacro.  Special ascii key codes may be 
#                       used in the substitution text by preceding it 
#                       with ^ as we have done below.  Every occurence
#                       of a <tab> in $(ALLOBJ) is replaced by 
#                       <+><return><tab>.
#
#  DO NOT INDENT THE << below!
#

$(GAMEFILE) : $(ALLOBJ) $(NHRES) $(O)gamedir.tag $(WINDLLS)
	@if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR)
	@echo Linking....
	$(link) $(lflagsGame) /STACK:2048 $(LIBS) $(COMCTRL) -out:$@ @<<$(GAME).lnk
		$(ALLOBJ:^	=^
		) $(NHRES)
<<
	@if exist $(O)install.tag del $(O)install.tag
	@if exist $(GAMEDIR)\$(GAME).bak del $(GAMEDIR)\$(GAME).bak

$(O)gamedir.tag:
	@if not exist $(GAMEDIR)\*.* echo creating directory $(GAMEDIR)
	@if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR)
	@echo directory created > $@

$(O)nhdefkey.def:
	@echo LIBRARY $(@B) >$@
! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64"
! ELSE
	@echo EXPORTS >>$@
	@echo    ProcessKeystroke >>$@
	@echo    NHkbhit >>$@
	@echo    CheckInput >>$@
	@echo    SourceWhere >>$@
	@echo    SourceAuthor >>$@
	@echo    KeyHandlerName >>$@
! ENDIF

$(GAMEDIR)\nhdefkey.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def
	@echo Linking $@
	@$(link) $(ldebug) /RELEASE /DLL user32.lib \
		/PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \
		/IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o

$(O)nh340key.def:
	@echo LIBRARY $(@B) >$@
! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64"
! ELSE
	@echo EXPORTS >>$@
	@echo    ProcessKeystroke >>$@
	@echo    NHkbhit >>$@
	@echo    CheckInput >>$@
	@echo    SourceWhere >>$@
	@echo    SourceAuthor >>$@
	@echo    KeyHandlerName >>$@
! ENDIF

$(GAMEDIR)\nh340key.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def
	@echo Linking $@
	@$(link) $(ldebug) /RELEASE /NOLOGO /DLL user32.lib \
		/PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \
		/IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o

$(O)nhraykey.def:
	@echo LIBRARY $(AB) >$@
! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64"
! ELSE
	@echo EXPORTS >>$@
	@echo    ProcessKeystroke >>$@
	@echo    NHkbhit >>$@
	@echo    CheckInput >>$@
	@echo    SourceWhere >>$@
	@echo    SourceAuthor >>$@
	@echo    KeyHandlerName >>$@
! ENDIF

$(GAMEDIR)\nhraykey.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def
	@echo Linking $@
	@$(link) $(ldebug) /RELEASE /NOLOGO /DLL user32.lib \
		/PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \
		/IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o

#
#  Secondary Targets.
#
    
#==========================================
# Makedefs Stuff
#==========================================
$(U)nhsizes.exe: $(O)nhsizes.o
	$(link) $(lflagsUtil) -out:$@ $(O)nhsizes.o $(O)panic.o $(O)alloc.o

$(O)nhsizes.o: $(CONFIG_H) nhsizes.c
	@$(CC) $(cflagsUtil) -Fo$@ nhsizes.c

$(U)makedefs.exe:	$(MAKEOBJS)
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(MAKEOBJS)

$(O)makedefs.o: $(CONFIG_H)	$(INCL)\monattk.h $(INCL)\monflag.h   $(INCL)\objclass.h \
		 $(INCL)\monsym.h    $(INCL)\qtext.h	$(INCL)\patchlevel.h \
		 $(U)makedefs.c
	@if not exist $(OBJ)\*.* echo creating directory $(OBJ)
	@if not exist $(OBJ)\*.* mkdir $(OBJ)
	$(CC) $(cflagsUtil) -Fo$@ $(U)makedefs.c

#
#  date.h should be remade every time any of the source or include
#  files is modified.
#

$(INCL)\date.h $(OPTIONS_FILE) : $(U)makedefs.exe
	$(U)makedefs -v

$(INCL)\onames.h : $(U)makedefs.exe
	$(U)makedefs -o

$(INCL)\pm.h : $(U)makedefs.exe
	$(U)makedefs -p

#$(INCL)\trap.h : $(U)makedefs.exe
#	$(U)makedefs -t

$(SRC)\monstr.c: $(U)makedefs.exe
	$(U)makedefs -m

$(INCL)\vis_tab.h: $(U)makedefs.exe
	$(U)makedefs -z

$(SRC)\vis_tab.c: $(U)makedefs.exe
	$(U)makedefs -z

#==========================================
# uudecode utility and uuencoded targets
#==========================================

$(U)uudecode.exe: $(O)uudecode.o
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(O)uudecode.o

$(O)uudecode.o: $(SSYS)\uudecode.c
	@$(CC) $(cflagsUtil) /D_CRT_SECURE_NO_DEPRECATE -Fo$@ $(SSYS)\uudecode.c

$(NTSYS)\NetHack.ico : $(U)uudecode.exe $(NTSYS)\nhico.uu 
	chdir $(NTSYS)
	..\..\util\uudecode.exe nhico.uu
	chdir ..\..\src

$(WIN32)\NetHack.ico : $(U)uudecode.exe $(NTSYS)\nhico.uu 
	chdir $(WIN32)
	..\..\util\uudecode.exe ../../sys/winnt/nhico.uu
	chdir ..\..\src

$(WIN32)\mnsel.bmp: $(U)uudecode.exe $(WIN32)\mnsel.uu
	chdir $(WIN32)
	..\..\util\uudecode.exe mnsel.uu
	chdir ..\..\src

$(WIN32)\mnselcnt.bmp: $(U)uudecode.exe $(WIN32)\mnselcnt.uu
	chdir $(WIN32)
	..\..\util\uudecode.exe mnselcnt.uu
	chdir ..\..\src

$(WIN32)\mnunsel.bmp: $(U)uudecode.exe $(WIN32)\mnunsel.uu
	chdir $(WIN32)
	..\..\util\uudecode.exe mnunsel.uu
	chdir ..\..\src

$(WIN32)\petmark.bmp: $(U)uudecode.exe $(WIN32)\petmark.uu
	chdir $(WIN32)
	..\..\util\uudecode.exe petmark.uu
	chdir ..\..\src

$(WIN32)\rip.bmp: $(U)uudecode.exe $(WIN32)\rip.uu
	chdir $(WIN32)
	..\..\util\uudecode.exe rip.uu
	chdir ..\..\src

$(WIN32)\splash.bmp: $(U)uudecode.exe $(WIN32)\splash.uu
	chdir $(WIN32)
	..\..\util\uudecode.exe splash.uu
	chdir ..\..\src

#==========================================
# Level Compiler Stuff
#==========================================

LEVCFLAGS=-c -nologo -DWINVER=0x0400 -DWIN32 -D_WIN32 \
	   -D_MT -MT -I..\include -nologo -Z7 -Od -DDLB

$(U)levcomp.exe: $(SPLEVOBJS)
	@echo Linking $@...
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
 		$(SPLEVOBJS:^	=^
		)
<<

$(O)lev_yacc.o: $(HACK_H)   $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c
	@$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_yacc.c

$(O)lev_$(LEX).o: $(HACK_H)   $(INCL)\lev_comp.h $(SP_LEV_H) \
               $(U)lev_$(LEX).c
	@$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_$(LEX).c

$(O)lev_main.o:	$(U)lev_main.c $(HACK_H)   $(SP_LEV_H)
	@$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_main.c


$(U)lev_yacc.c $(INCL)\lev_comp.h : $(U)lev_comp.y
!	IF "$(DO_YACC)"=="YACC_ACT"
	   chdir $(UTIL)
	   $(YACC) -d lev_comp.y
	   copy $(YTABC) lev_yacc.c
	   copy $(YTABH) $(INCL)\lev_comp.h
	   @del $(YTABC)
	   @del $(YTABH)
	   chdir $(SRC)
!	ELSE
	   @echo $(U)lev_comp.y has changed.
	   @echo To update $(U)lev_yacc.c and $(INCL)\lev_comp.h run $(YACC).
	   @echo ---
	   @echo For now, we will copy the prebuilt lev_yacc.c and 
	   @echo lev_comp.h from $(SSYS) into $(UTIL) and use them.
	   @copy $(SSYS)\lev_yacc.c $(U)lev_yacc.c >nul
	   @copy $(SSYS)\lev_comp.h $(INCL)\lev_comp.h >nul
	   @echo /**/ >>$(U)lev_yacc.c
	   @echo /**/ >>$(INCL)\lev_comp.h
!	ENDIF

$(U)lev_$(LEX).c: $(U)lev_comp.l
!	IF "$(DO_LEX)"=="LEX_ACT"
	   chdir $(UTIL)
	   $(LEX) $(FLEXSKEL) lev_comp.l
	   copy $(LEXYYC) $@
	   @del $(LEXYYC)
	   chdir $(SRC)
!	ELSE
	   @echo $(U)lev_comp.l has changed. To update $@ run $(LEX).
	   @echo ---
	   @echo For now, we will copy the prebuilt lev_lex.c 
	   @echo from $(SSYS) into $(UTIL) and use it.
	   @copy $(SSYS)\lev_lex.c $@ >nul
	   @echo /**/ >>$@
!	ENDIF

#==========================================
# Dungeon Compiler Stuff
#==========================================

$(U)dgncomp.exe: $(DGNCOMPOBJS)
    @echo Linking $@...
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
		$(DGNCOMPOBJS:^	=^
		)
<<

$(O)dgn_yacc.o:	$(HACK_H)   $(DGN_FILE_H) $(INCL)\dgn_comp.h $(U)dgn_yacc.c
	@$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_yacc.c

$(O)dgn_$(LEX).o: $(HACK_H)   $(DGN_FILE_H)  $(INCL)\dgn_comp.h \
	$(U)dgn_$(LEX).c
	@$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_$(LEX).c

$(O)dgn_main.o:	$(HACK_H) $(U)dgn_main.c
	@$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_main.c

$(U)dgn_yacc.c $(INCL)\dgn_comp.h : $(U)dgn_comp.y
!	IF "$(DO_YACC)"=="YACC_ACT"
	   chdir $(UTIL)
	   $(YACC) -d dgn_comp.y
	   copy $(YTABC) dgn_yacc.c
	   copy $(YTABH) $(INCL)\dgn_comp.h
	   @del $(YTABC)
	   @del $(YTABH)
	   chdir $(SRC)
!	ELSE
	   @echo $(U)dgn_comp.y has changed. To update dgn_yacc.c and 
	   @echo $(INCL)\dgn_comp.h run $(YACC).
	   @echo ---
	   @echo For now, we will copy the prebuilt $(U)dgn_yacc.c and 
	   @echo dgn_comp.h from $(SSYS) into $(UTIL) and use them.
	   @copy $(SSYS)\dgn_yacc.c $(U)dgn_yacc.c >nul
	   @copy $(SSYS)\dgn_comp.h $(INCL)\dgn_comp.h >nul
	   @echo /**/ >>$(U)dgn_yacc.c
	   @echo /**/ >>$(INCL)\dgn_comp.h
!	ENDIF

$(U)dgn_$(LEX).c: $(U)dgn_comp.l
!	IF "$(DO_LEX)"=="LEX_ACT"
	   chdir $(UTIL)
	   $(LEX) $(FLEXSKEL)  dgn_comp.l
	   copy $(LEXYYC) $@
	   @del $(LEXYYC)
	   chdir $(SRC)
!	ELSE
	   @echo $(U)dgn_comp.l has changed. To update $@ run $(LEX).
	   @echo ---
	   @echo For now, we will copy the prebuilt dgn_lex.c 
	   @echo from $(SSYS) into $(UTIL) and use it.
	   @copy $(SSYS)\dgn_lex.c $@ >nul
	   @echo /**/ >>$@
!	ENDIF

#==========================================
# Create directory for holding object files
#==========================================

$(O)obj.tag:
	@if not exist $(OBJ)\*.* echo creating directory $(OBJ)
	@if not exist $(OBJ)\*.* mkdir $(OBJ)
	@echo directory created >$@

#==========================================
# Notify of any CL environment variables
# in effect since they change the compiler
# options.
#==========================================

envchk:
!	IF "$(TARGET_CPU)"=="x64"
	@echo Windows x64 64-bit build
!	ELSEIF "$(TARGET_CPU)"=="IA64"
	@echo Windows x64 64-bit build
!	ELSE
	@echo Windows x86 32-bit build
!	ENDIF
!	IF "$(CL)"!=""
#	   @echo Warning, the CL Environment variable is defined:
#	   @echo CL=$(CL)
!	ENDIF
!   IF "$(GRAPHICAL)"=="Y"
	   @echo ----
	   @echo NOTE: This build will include tile support.
	   @echo ----
!	ENDIF

#==========================================
#=========== SECONDARY TARGETS ============
#==========================================

#===========================================
# Header files NOT distributed in ..\include
#===========================================

$(INCL)\win32api.h: $(NTSYS)\win32api.h
	copy $(NTSYS)\win32api.h $@


#==========================================
# DLB utility and nhdat file creation
#==========================================

$(U)dlb_main.exe: $(DLBOBJ) $(O)dlb.o
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
		$(O)dlb_main.o
		$(O)dlb.o
		$(O)alloc.o
		$(O)panic.o
<<

$(O)dlb.o:	$(O)dlb_main.o $(O)alloc.o $(O)panic.o $(INCL)\dlb.h
	@$(CC) $(cflagsUtil) /Fo$@ $(SRC)\dlb.c
	
$(O)dlb_main.o: $(UTIL)\dlb_main.c $(INCL)\config.h $(INCL)\dlb.h
	@$(CC) $(cflagsUtil) /Fo$@ $(UTIL)\dlb_main.c

$(DAT)\porthelp: $(NTSYS)\porthelp
	@copy $(NTSYS)\porthelp $@ >nul

nhdat:	$(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(OPTIONS_FILE) \
	$(DAT)\quest.dat $(DAT)\rumors $(DAT)\help $(DAT)\hh $(DAT)\cmdhelp \
	$(DAT)\history $(DAT)\opthelp $(DAT)\wizhelp $(DAT)\dungeon $(DAT)\porthelp \
	$(DAT)\license $(O)sp_lev.tag
	cd $(DAT)
	echo data >dlb.lst
	echo oracles >>dlb.lst
	if exist options echo options >>dlb.lst
	if exist ttyoptions echo ttyoptions >>dlb.lst
	if exist guioptions echo guioptions >>dlb.lst
	if exist porthelp echo porthelp >>dlb.lst
	echo quest.dat >>dlb.lst
	echo rumors >>dlb.lst
	echo help >>dlb.lst
	echo hh >>dlb.lst
	echo cmdhelp >>dlb.lst
	echo history >>dlb.lst
	echo opthelp >>dlb.lst
	echo wizhelp >>dlb.lst
	echo dungeon >>dlb.lst
	echo license >>dlb.lst
	for %%N in (*.lev) do echo %%N >>dlb.lst
	$(U)dlb_main cIf dlb.lst $(SRC)\nhdat
	cd $(SRC)

#==========================================
#  Recover Utility
#==========================================

$(U)recover.exe: $(RECOVOBJS)
	$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(RECOVOBJS)

$(O)recover.o: $(CONFIG_H) $(U)recover.c $(INCL)\win32api.h
	$(CC) $(cflagsUtil) -Fo$@ $(U)recover.c

#==========================================
#  Tile Mapping
#==========================================

$(SRC)\tile.c: $(U)tilemap.exe
	@echo A new $@ has been created
	@$(U)tilemap

$(U)tilemap.exe: $(O)tilemap.o
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(O)tilemap.o

$(O)tilemap.o: $(WSHR)\tilemap.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ $(WSHR)\tilemap.c

$(O)tiletx32.o: $(WSHR)\tilemap.c $(HACK_H)
	@$(CC) $(cflagsUtil) /DTILETEXT /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\tilemap.c

$(O)tiletxt.o: $(WSHR)\tilemap.c $(HACK_H)
	@$(CC) $(cflagsUtil) /DTILETEXT -Fo$@ $(WSHR)\tilemap.c

$(O)gifread.o: $(WSHR)\gifread.c  $(CONFIG_H) $(TILE_H)
	@$(CC) $(cflagsUtil) -I$(WSHR) -Fo$@ $(WSHR)\gifread.c

$(O)gifrd32.o: $(WSHR)\gifread.c  $(CONFIG_H) $(TILE_H)
	@$(CC) $(cflagsUtil) -I$(WSHR) /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\gifread.c

$(O)ppmwrite.o: $(WSHR)\ppmwrite.c $(CONFIG_H) $(TILE_H)
	@$(CC) $(cflagsUtil) -I$(WSHR) -Fo$@ $(WSHR)\ppmwrite.c

$(O)tiletext.o: $(WSHR)\tiletext.c  $(CONFIG_H) $(TILE_H)
	@$(CC) $(cflagsUtil) -I$(WSHR) -Fo$@ $(WSHR)\tiletext.c

$(O)tilete32.o: $(WSHR)\tiletext.c  $(CONFIG_H) $(TILE_H)
	@$(CC) $(cflagsUtil) -I$(WSHR) /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\tiletext.c

#==========================================
# Optional Tile Utilities
#==========================================

$(U)gif2txt.exe: $(GIFREADERS) $(TEXT_IO)
    @echo Linking $@...
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
		$(GIFREADERS:^	=^
		)
		$(TEXT_IO:^	=^
		)
<<

$(U)gif2tx32.exe: $(GIFREADERS32) $(TEXT_IO32)
    @echo Linking $@...
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
		$(GIFREADERS32:^	=^
		)
		$(TEXT_IO32:^	=^
		)
<<

$(U)txt2ppm.exe: $(PPMWRITERS) $(TEXT_IO)
    @echo Linking $@...
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
		$(PPMWRITERS:^	=^
		)
		$(TEXT_IO:^	=^
		)
<<

!IF "$(GRAPHICAL)"=="Y"
$(TILEBMP16): $(TILEUTIL16) $(TILEFILES)
	@echo Creating 16x16 binary tile files (this may take some time)
	@$(U)tile2bmp $(TILEBMP16)
#$(TILEBMP32): $(TILEUTIL32) $(TILEFILES32)
#	@echo Creating 32x32 binary tile files (this may take some time)
#	@$(U)til2bm32 $(TILEBMP32)

!ELSE
$(TILEBMP16):
$(TILEBMP32):
!ENDIF

$(U)tile2bmp.exe: $(O)tile2bmp.o $(TEXT_IO)
    @echo Linking $@...
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
		$(O)tile2bmp.o
		$(TEXT_IO:^  =^
		)
<<

$(U)til2bm32.exe: $(O)til2bm32.o $(TEXT_IO32)
    @echo Linking $@...
	@$(link) $(lflagsUtil) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk
		$(O)til2bm32.o
		$(TEXT_IO32:^  =^
		)
<<

$(O)tile2bmp.o: $(WSHR)\tile2bmp.c $(HACK_H) $(TILE_H) $(INCL)\win32api.h
	@$(CC) $(cflagsUtil) -I$(WSHR) /DPACKED_FILE /Fo$@ $(WSHR)\tile2bmp.c

$(O)til2bm32.o: $(WSHR)\tile2bmp.c $(HACK_H) $(TILE_H) $(INCL)\win32api.h
	@$(CC) $(cflagsUtil) -I$(WSHR) /DPACKED_FILE /DTILE_X=32 /DTILE_Y=32 /Fo$@ $(WSHR)\tile2bmp.c

#==========================================
# Housekeeping
#==========================================

spotless: clean
! IF ("$(OBJ)"!="")
	if exist $(OBJ)\* rmdir $(OBJ) /s /Q
	if exist $(GAMEDIR)\nhdefkey.dll del $(GAMEDIR)\nhdefkey.dll
	if exist $(GAMEDIR)\nh340key.dll del $(GAMEDIR)\nh340key.dll
	if exist $(GAMEDIR)\nhraykey.dll del $(GAMEDIR)\nhraykey.dll
	if exist $(GAMEDIR)\NetHack.exe  del $(GAMEDIR)\NetHack.exe
	if exist $(GAMEDIR)\NetHack.pdb  del $(GAMEDIR)\NetHack.pdb
	if exist $(GAMEDIR)\nhdat        del $(GAMEDIR)\nhdat
! ENDIF
	if exist $(INCL)\date.h    del $(INCL)\date.h
	if exist $(INCL)\onames.h  del $(INCL)\onames.h
	if exist $(INCL)\pm.h      del $(INCL)\pm.h
	if exist $(INCL)\vis_tab.h del $(INCL)\vis_tab.h
	if exist $(SRC)\vis_tab.c  del $(SRC)\vis_tab.c
	if exist $(SRC)\tile.c     del $(SRC)\tile.c
	if exist $(U)*.lnk         del $(U)*.lnk
	if exist $(U)*.map         del $(U)*.map
	if exist $(DAT)\data       del $(DAT)\data
	if exist $(DAT)\rumors     del $(DAT)\rumors
	if exist $(DAT)\???-fil?.lev	del $(DAT)\???-fil?.lev
	if exist $(DAT)\???-goal.lev	del $(DAT)\???-goal.lev
	if exist $(DAT)\???-loca.lev	del $(DAT)\???-loca.lev
	if exist $(DAT)\???-strt.lev	del $(DAT)\???-strt.lev
	if exist $(DAT)\air.lev		del $(DAT)\air.lev
	if exist $(DAT)\asmodeus.lev	del $(DAT)\asmodeus.lev
	if exist $(DAT)\astral.lev	del $(DAT)\astral.lev
	if exist $(DAT)\baalz.lev	del $(DAT)\baalz.lev
	if exist $(DAT)\bigrm-*.lev	del $(DAT)\bigrm-*.lev
	if exist $(DAT)\castle.lev	del $(DAT)\castle.lev
	if exist $(DAT)\data		del $(DAT)\data
	if exist $(DAT)\dungeon		del $(DAT)\dungeon
	if exist $(DAT)\dungeon.pdf	del $(DAT)\dungeon.pdf
	if exist $(DAT)\earth.lev	del $(DAT)\earth.lev
	if exist $(DAT)\fakewiz?.lev	del $(DAT)\fakewiz?.lev
	if exist $(DAT)\fire.lev	del $(DAT)\fire.lev
	if exist $(DAT)\juiblex.lev	del $(DAT)\juiblex.lev
	if exist $(DAT)\knox.lev	del $(DAT)\knox.lev
	if exist $(DAT)\medusa-?.lev	del $(DAT)\medusa-?.lev
	if exist $(DAT)\mine*.lev	del $(DAT)\mine*.lev
	if exist $(DAT)\options		del $(DAT)\options
	if exist $(DAT)\ttyoptions	del $(DAT)\ttyoptions
	if exist $(DAT)\guioptions	del $(DAT)\guioptions
	if exist $(DAT)\oracle.lev	del $(DAT)\oracle.lev
	if exist $(DAT)\oracles		del $(DAT)\oracles
	if exist $(DAT)\orcus.lev	del $(DAT)\orcus.lev
	if exist $(DAT)\rumors		del $(DAT)\rumors
	if exist $(DAT)\quest.dat	del $(DAT)\quest.dat
	if exist $(DAT)\sanctum.lev	del $(DAT)\sanctum.lev
	if exist $(DAT)\soko?-?.lev	del $(DAT)\soko?-?.lev
	if exist $(DAT)\tower?.lev	del $(DAT)\tower?.lev
	if exist $(DAT)\valley.lev	del $(DAT)\valley.lev
	if exist $(DAT)\water.lev	del $(DAT)\water.lev
	if exist $(DAT)\wizard?.lev	del $(DAT)\wizard?.lev
	if exist $(DAT)\dlb.lst		del $(DAT)\dlb.lst
	if exist $(O)sp_lev.tag	        del $(O)sp_lev.tag
	if exist $(SRC)\monstr.c        del $(SRC)\monstr.c
	if exist $(SRC)\vis_tab.c       del $(SRC)\vis_tab.c
	if exist $(U)recover.exe        del $(U)recover.exe
	if exist nhdat.			del nhdat.
	if exist $(O)obj.tag            del $(O)obj.tag
	if exist $(O)gamedir.tag        del $(O)gamedir.tag
	if exist $(O)nh*key.lib         del $(O)nh*key.lib
	if exist $(O)nh*key.exp         del $(O)nh*key.exp
clean:
	if exist $(O)*.o del $(O)*.o
	if exist $(O)utility.tag   del $(O)utility.tag
	if exist $(U)makedefs.exe  del $(U)makedefs.exe
	if exist $(U)levcomp.exe   del $(U)levcomp.exe
	if exist $(U)dgncomp.exe   del $(U)dgncomp.exe
	if exist $(SRC)\*.lnk      del $(SRC)\*.lnk
	if exist $(SRC)\*.map      del $(SRC)\*.map
	if exist $(O)install.tag   del $(O)install.tag
	if exist $(O)console.res  del $(O)console.res
	if exist $(O)dgncomp.MAP  del $(O)dgncomp.MAP
	if exist $(O)dgncomp.PDB  del $(O)dgncomp.PDB
	if exist $(O)dlb_main.MAP del $(O)dlb_main.MAP
	if exist $(O)dlb_main.PDB del $(O)dlb_main.PDB
	if exist $(O)gamedir.tag  del $(O)gamedir.tag
	if exist $(O)levcomp.MAP  del $(O)levcomp.MAP
	if exist $(O)levcomp.PDB  del $(O)levcomp.PDB
	if exist $(O)makedefs.MAP del $(O)makedefs.MAP
	if exist $(O)makedefs.PDB del $(O)makedefs.PDB
	if exist $(O)NetHack.MAP  del $(O)NetHack.MAP
	if exist $(O)nh340key.def del $(O)nh340key.def
	if exist $(O)nh340key.exp del $(O)nh340key.exp
	if exist $(O)nh340key.lib del $(O)nh340key.lib
	if exist $(O)nh340key.map del $(O)nh340key.map
	if exist $(O)nh340key.PDB del $(O)nh340key.PDB
	if exist $(O)nhdefkey.def del $(O)nhdefkey.def
	if exist $(O)nhdefkey.exp del $(O)nhdefkey.exp
	if exist $(O)nhdefkey.lib del $(O)nhdefkey.lib
	if exist $(O)nhdefkey.map del $(O)nhdefkey.map
	if exist $(O)nhdefkey.PDB del $(O)nhdefkey.PDB
	if exist $(O)nhraykey.def del $(O)nhraykey.def
	if exist $(O)nhraykey.exp del $(O)nhraykey.exp
	if exist $(O)nhraykey.lib del $(O)nhraykey.lib
	if exist $(O)nhraykey.map del $(O)nhraykey.map
	if exist $(O)nhraykey.PDB del $(O)nhraykey.PDB
	if exist $(O)obj.tag      del $(O)obj.tag
	if exist $(O)sp_lev.tag   del $(O)sp_lev.tag
	if exist $(O)uudecode.MAP del $(O)uudecode.MAP
	if exist $(O)uudecode.PDB del $(O)uudecode.PDB

! IF ("$(WINPFLAG)"!="")
	if exist $(TILEBMP16)        del $(TILEBMP16)
	if exist $(TILEBMP32)        del $(TILEBMP32)
! ENDIF

#===================================================================
# OTHER DEPENDENCIES
#===================================================================

#
# dat dependencies
#

$(DAT)\data: $(O)utility.tag    $(DATABASE)
	$(U)makedefs -d

$(DAT)\rumors: $(O)utility.tag    $(DAT)\rumors.tru   $(DAT)\rumors.fal
	$(U)makedefs -r

$(DAT)\quest.dat: $(O)utility.tag  $(DAT)\quest.txt
	$(U)makedefs -q

$(DAT)\oracles: $(O)utility.tag    $(DAT)\oracles.txt
	$(U)makedefs -h

$(DAT)\dungeon: $(O)utility.tag  $(DAT)\dungeon.def
	$(U)makedefs -e
	cd $(DAT)
	$(U)dgncomp dungeon.pdf
	cd $(SRC)

#
# NT dependencies
#

$(O)nttty.o:   $(HACK_H) $(TILE_H) $(INCL)\win32api.h $(NTSYS)\nttty.c
	@$(CC) $(cflagsUtil) -I$(WSHR) -Fo$@  $(NTSYS)\nttty.c
$(O)nhkeys.o:   $(HACK_H) $(TILE_H) $(INCL)\win32api.h $(NTSYS)\nhkeys.c
	@$(CC) $(cflagsUtil) -I$(WSHR) -Fo$@  $(NTSYS)\nhkeys.c
$(O)winnt.o: $(HACK_H) $(INCL)\win32api.h $(NTSYS)\winnt.c
	@$(CC) $(cflagsUtil) -Fo$@  $(NTSYS)\winnt.c
$(O)ntsound.o: $(HACK_H) $(NTSYS)\ntsound.c
	@$(CC) $(cflagsUtil)  -Fo$@ $(NTSYS)\ntsound.c

# 
# util dependencies
#

$(O)panic.o:  $(U)panic.c $(CONFIG_H)
	@$(CC) $(cflagsUtil) -Fo$@ $(U)panic.c

#
# The rest are stolen from sys/unix/Makefile.src, 
# with the following changes:
#   * ../include changed to $(INCL)
#   * slashes changed to back-slashes 
#   * -c (which is included in CFLAGS) substituted with -Fo$@
#   * $(CFLAGS) replaced with $(cFlagsUtil)
#   * $(CC) replaced with @$(CC)
#   * targets prefixed with $(O)
#   * the single win32api.h reference uncommented
# but otherwise untouched.
# That means that there is some irrelevant stuff
# in here, but maintenance should be easier.
#

$(O)tos.o: ..\sys\atari\tos.c $(HACK_H) $(INCL)\tcap.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\atari\tos.c
$(O)pcmain.o: ..\sys\share\pcmain.c $(HACK_H) $(INCL)\dlb.h \
		$(INCL)\win32api.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\share\pcmain.c
$(O)pcsys.o: ..\sys\share\pcsys.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\share\pcsys.c
$(O)pctty.o: ..\sys\share\pctty.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\share\pctty.c
$(O)pcunix.o: ..\sys\share\pcunix.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\share\pcunix.c
$(O)random.o: ..\sys\share\random.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\share\random.c
$(O)ioctl.o: ..\sys\share\ioctl.c $(HACK_H) $(INCL)\tcap.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\share\ioctl.c
$(O)unixtty.o: ..\sys\share\unixtty.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\share\unixtty.c
$(O)unixmain.o: ..\sys\unix\unixmain.c $(HACK_H) $(INCL)\dlb.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\unix\unixmain.c
$(O)unixunix.o: ..\sys\unix\unixunix.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\unix\unixunix.c
$(O)unixres.o: ..\sys\unix\unixres.c $(CONFIG_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\unix\unixres.c
$(O)bemain.o: ..\sys\be\bemain.c $(HACK_H) $(INCL)\dlb.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\sys\be\bemain.c
$(O)getline.o: ..\win\tty\getline.c $(HACK_H) $(INCL)\func_tab.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\tty\getline.c
$(O)termcap.o: ..\win\tty\termcap.c $(HACK_H) $(INCL)\tcap.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\tty\termcap.c
$(O)topl.o: ..\win\tty\topl.c $(HACK_H) $(INCL)\tcap.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\tty\topl.c
$(O)wintty.o: ..\win\tty\wintty.c $(HACK_H) $(INCL)\dlb.h $(INCL)\tcap.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\tty\wintty.c
$(O)Window.o: ..\win\X11\Window.c $(INCL)\xwindowp.h $(INCL)\xwindow.h \
		$(CONFIG_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\Window.c
$(O)dialogs.o: ..\win\X11\dialogs.c $(CONFIG_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\dialogs.c
$(O)winX.o: ..\win\X11\winX.c $(HACK_H) $(INCL)\winX.h $(INCL)\dlb.h \
		..\win\X11\nh72icon ..\win\X11\nh56icon ..\win\X11\nh32icon
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\winX.c
$(O)winmap.o: ..\win\X11\winmap.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\dlb.h \
		$(INCL)\winX.h $(INCL)\tile2x11.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\winmap.c
$(O)winmenu.o: ..\win\X11\winmenu.c $(HACK_H) $(INCL)\winX.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\winmenu.c
$(O)winmesg.o: ..\win\X11\winmesg.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\winX.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\winmesg.c
$(O)winmisc.o: ..\win\X11\winmisc.c $(HACK_H) $(INCL)\func_tab.h \
		$(INCL)\winX.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\winmisc.c
$(O)winstat.o: ..\win\X11\winstat.c $(HACK_H) $(INCL)\winX.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\winstat.c
$(O)wintext.o: ..\win\X11\wintext.c $(HACK_H) $(INCL)\winX.h $(INCL)\xwindow.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\wintext.c
$(O)winval.o: ..\win\X11\winval.c $(HACK_H) $(INCL)\winX.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\X11\winval.c
$(O)tile.o: tile.c $(HACK_H)
$(O)gnaskstr.o: ..\win\gnome\gnaskstr.c ..\win\gnome\gnaskstr.h \
		..\win\gnome\gnmain.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnaskstr.c
$(O)gnbind.o: ..\win\gnome\gnbind.c ..\win\gnome\gnbind.h ..\win\gnome\gnmain.h \
		..\win\gnome\gnmenu.h ..\win\gnome\gnaskstr.h \
		..\win\gnome\gnyesno.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnbind.c
$(O)gnglyph.o: ..\win\gnome\gnglyph.c ..\win\gnome\gnglyph.h $(INCL)\tile2x11.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnglyph.c
$(O)gnmain.o: ..\win\gnome\gnmain.c ..\win\gnome\gnmain.h ..\win\gnome\gnsignal.h \
		..\win\gnome\gnbind.h ..\win\gnome\gnopts.h $(HACK_H) \
		$(INCL)\date.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmain.c
$(O)gnmap.o: ..\win\gnome\gnmap.c ..\win\gnome\gnmap.h ..\win\gnome\gnglyph.h \
		..\win\gnome\gnsignal.h $(HACK_H)
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmap.c
$(O)gnmenu.o: ..\win\gnome\gnmenu.c ..\win\gnome\gnmenu.h ..\win\gnome\gnmain.h \
		..\win\gnome\gnbind.h $(INCL)\func_tab.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmenu.c
$(O)gnmesg.o: ..\win\gnome\gnmesg.c ..\win\gnome\gnmesg.h ..\win\gnome\gnsignal.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmesg.c
$(O)gnopts.o: ..\win\gnome\gnopts.c ..\win\gnome\gnopts.h ..\win\gnome\gnglyph.h \
		..\win\gnome\gnmain.h ..\win\gnome\gnmap.h $(HACK_H)
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnopts.c
$(O)gnplayer.o: ..\win\gnome\gnplayer.c ..\win\gnome\gnplayer.h \
		..\win\gnome\gnmain.h $(HACK_H)
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnplayer.c
$(O)gnsignal.o: ..\win\gnome\gnsignal.c ..\win\gnome\gnsignal.h \
		..\win\gnome\gnmain.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnsignal.c
$(O)gnstatus.o: ..\win\gnome\gnstatus.c ..\win\gnome\gnstatus.h \
		..\win\gnome\gnsignal.h ..\win\gnome\gn_xpms.h \
		..\win\gnome\gnomeprv.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnstatus.c
$(O)gntext.o: ..\win\gnome\gntext.c ..\win\gnome\gntext.h ..\win\gnome\gnmain.h \
		..\win\gnome\gn_rip.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gntext.c
$(O)gnyesno.o: ..\win\gnome\gnyesno.c ..\win\gnome\gnbind.h ..\win\gnome\gnyesno.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnyesno.c
$(O)gnworn.o: ..\win\gnome\gnworn.c ..\win\gnome\gnworn.h ..\win\gnome\gnglyph.h \
		..\win\gnome\gnsignal.h ..\win\gnome\gnomeprv.h
	@$(CC) $(cflagsUtil) $(GNOMEINC) -Fo$@ ..\win\gnome\gnworn.c
$(O)wingem.o: ..\win\gem\wingem.c $(HACK_H) $(INCL)\func_tab.h $(INCL)\dlb.h \
		$(INCL)\patchlevel.h $(INCL)\wingem.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\gem\wingem.c
$(O)wingem1.o: ..\win\gem\wingem1.c $(INCL)\gem_rsc.h $(INCL)\load_img.h \
		$(INCL)\gr_rect.h $(INCL)\wintype.h $(INCL)\wingem.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\gem\wingem1.c
$(O)load_img.o: ..\win\gem\load_img.c $(INCL)\load_img.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\gem\load_img.c
$(O)gr_rect.o: ..\win\gem\gr_rect.c $(INCL)\gr_rect.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\gem\gr_rect.c
$(O)tile.o: tile.c $(HACK_H)
$(O)qt_win.o: ..\win\Qt\qt_win.cpp $(HACK_H) $(INCL)\func_tab.h \
		$(INCL)\dlb.h $(INCL)\patchlevel.h $(INCL)\tile2x11.h \
		$(INCL)\qt_win.h $(INCL)\qt_clust.h $(INCL)\qt_kde0.h \
		$(INCL)\qt_xpms.h qt_win.moc qt_kde0.moc qttableview.moc
	$(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qt_win.cpp
$(O)qt_clust.o: ..\win\Qt\qt_clust.cpp $(INCL)\qt_clust.h
	$(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qt_clust.cpp
$(O)qttableview.o: ..\win\Qt\qttableview.cpp $(INCL)\qttableview.h
	$(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qttableview.cpp
$(O)wc_chainin.o: ..\win\chain\wc_chainin.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\chain\wc_chainin.c
$(O)wc_chainout.o: ..\win\chain\wc_chainout.c $(HACK_H)
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\chain\wc_chainout.c
$(O)wc_trace.o: ..\win\chain\wc_trace.c $(HACK_H) $(INCL)\func_tab.h
	@$(CC) $(cflagsUtil) -Fo$@ ..\win\chain\wc_trace.c
$(O)monstr.o: monstr.c $(CONFIG_H)
$(O)vis_tab.o: vis_tab.c $(CONFIG_H) $(INCL)\vis_tab.h
$(O)allmain.o: allmain.c $(HACK_H)
$(O)alloc.o: alloc.c $(CONFIG_H)
$(O)apply.o: apply.c $(HACK_H)
$(O)artifact.o: artifact.c $(HACK_H) $(INCL)\artifact.h $(INCL)\artilist.h
$(O)attrib.o: attrib.c $(HACK_H)
$(O)ball.o: ball.c $(HACK_H)
$(O)bones.o: bones.c $(HACK_H) $(INCL)\lev.h
$(O)botl.o: botl.c $(HACK_H)
$(O)cmd.o: cmd.c $(HACK_H) $(INCL)\func_tab.h
$(O)dbridge.o: dbridge.c $(HACK_H)
$(O)decl.o: decl.c $(HACK_H)
$(O)detect.o: detect.c $(HACK_H) $(INCL)\artifact.h
$(O)dig.o: dig.c $(HACK_H)
$(O)display.o: display.c $(HACK_H)
$(O)dlb.o: dlb.c $(CONFIG_H) $(INCL)\dlb.h
$(O)do.o: do.c $(HACK_H) $(INCL)\lev.h
$(O)do_name.o: do_name.c $(HACK_H)
$(O)do_wear.o: do_wear.c $(HACK_H)
$(O)dog.o: dog.c $(HACK_H)
$(O)dogmove.o: dogmove.c $(HACK_H) $(INCL)\mfndpos.h
$(O)dokick.o: dokick.c $(HACK_H)
$(O)dothrow.o: dothrow.c $(HACK_H)
$(O)drawing.o: drawing.c $(HACK_H) $(INCL)\tcap.h
$(O)dungeon.o: dungeon.c $(HACK_H) $(INCL)\dgn_file.h $(INCL)\dlb.h
$(O)eat.o: eat.c $(HACK_H)
$(O)end.o: end.c $(HACK_H) $(INCL)\lev.h $(INCL)\dlb.h
$(O)engrave.o: engrave.c $(HACK_H) $(INCL)\lev.h
$(O)exper.o: exper.c $(HACK_H)
$(O)explode.o: explode.c $(HACK_H)
$(O)extralev.o: extralev.c $(HACK_H)
$(O)files.o: files.c $(HACK_H) $(INCL)\dlb.h #zlib.h
$(O)fountain.o: fountain.c $(HACK_H)
$(O)hack.o: hack.c $(HACK_H)
$(O)hacklib.o: hacklib.c $(HACK_H)
$(O)invent.o: invent.c $(HACK_H)
$(O)light.o: light.c $(HACK_H) $(INCL)\lev.h
$(O)lock.o: lock.c $(HACK_H)
$(O)mail.o: mail.c $(HACK_H) $(INCL)\mail.h
$(O)makemon.o: makemon.c $(HACK_H)
$(O)mapglyph.o: mapglyph.c $(HACK_H)
$(O)mcastu.o: mcastu.c $(HACK_H)
$(O)mhitm.o: mhitm.c $(HACK_H) $(INCL)\artifact.h
$(O)mhitu.o: mhitu.c $(HACK_H) $(INCL)\artifact.h
$(O)minion.o: minion.c $(HACK_H)
$(O)mklev.o: mklev.c $(HACK_H)
$(O)mkmap.o: mkmap.c $(HACK_H) $(INCL)\sp_lev.h
$(O)mkmaze.o: mkmaze.c $(HACK_H) $(INCL)\sp_lev.h $(INCL)\lev.h
$(O)mkobj.o: mkobj.c $(HACK_H)
$(O)mkroom.o: mkroom.c $(HACK_H)
$(O)mon.o: mon.c $(HACK_H) $(INCL)\mfndpos.h
$(O)mondata.o: mondata.c $(HACK_H)
$(O)monmove.o: monmove.c $(HACK_H) $(INCL)\mfndpos.h $(INCL)\artifact.h
$(O)monst.o: monst.c $(CONFIG_H) $(INCL)\permonst.h $(INCL)\align.h \
		$(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\monsym.h \
		$(INCL)\color.h
$(O)mplayer.o: mplayer.c $(HACK_H)
$(O)mthrowu.o: mthrowu.c $(HACK_H)
$(O)muse.o: muse.c $(HACK_H)
$(O)music.o: music.c $(HACK_H) #interp.c
$(O)o_init.o: o_init.c $(HACK_H) $(INCL)\lev.h
$(O)objects.o: objects.c $(CONFIG_H) $(INCL)\obj.h $(INCL)\objclass.h \
		$(INCL)\prop.h $(INCL)\skills.h $(INCL)\color.h
$(O)objnam.o: objnam.c $(HACK_H)
$(O)options.o: options.c $(CONFIG_H) $(INCL)\objclass.h $(INCL)\flag.h \
		$(HACK_H) $(INCL)\tcap.h
$(O)pager.o: pager.c $(HACK_H) $(INCL)\dlb.h
$(O)pickup.o: pickup.c $(HACK_H)
$(O)pline.o: pline.c $(HACK_H)
$(O)polyself.o: polyself.c $(HACK_H)
$(O)potion.o: potion.c $(HACK_H)
$(O)pray.o: pray.c $(HACK_H)
$(O)priest.o: priest.c $(HACK_H) $(INCL)\mfndpos.h
$(O)quest.o: quest.c $(HACK_H) $(INCL)\qtext.h
$(O)questpgr.o: questpgr.c $(HACK_H) $(INCL)\dlb.h $(INCL)\qtext.h
$(O)read.o: read.c $(HACK_H)
$(O)rect.o: rect.c $(HACK_H)
$(O)region.o: region.c $(HACK_H) $(INCL)\lev.h
$(O)restore.o: restore.c $(HACK_H) $(INCL)\lev.h $(INCL)\tcap.h
$(O)rip.o: rip.c $(HACK_H)
$(O)rnd.o: rnd.c $(HACK_H)
$(O)role.o: role.c $(HACK_H)
$(O)rumors.o: rumors.c $(HACK_H) $(INCL)\lev.h $(INCL)\dlb.h
$(O)save.o: save.c $(HACK_H) $(INCL)\lev.h
$(O)shk.o: shk.c $(HACK_H)
$(O)shknam.o: shknam.c $(HACK_H)
$(O)sit.o: sit.c $(HACK_H) $(INCL)\artifact.h
$(O)sounds.o: sounds.c $(HACK_H)
$(O)sp_lev.o: sp_lev.c $(HACK_H) $(INCL)\dlb.h $(INCL)\sp_lev.h
$(O)spell.o: spell.c $(HACK_H)
$(O)steal.o: steal.c $(HACK_H)
$(O)steed.o: steed.c $(HACK_H)
$(O)sys.o: sys.c $(HACK_H)
$(O)teleport.o: teleport.c $(HACK_H)
$(O)timeout.o: timeout.c $(HACK_H) $(INCL)\lev.h
$(O)topten.o: topten.c $(HACK_H) $(INCL)\dlb.h $(INCL)\patchlevel.h
$(O)track.o: track.c $(HACK_H)
$(O)trap.o: trap.c $(HACK_H)
$(O)u_init.o: u_init.c $(HACK_H)
$(O)uhitm.o: uhitm.c $(HACK_H)
$(O)vault.o: vault.c $(HACK_H)
$(O)version.o: version.c $(HACK_H) $(INCL)\dlb.h $(INCL)\date.h \
		$(INCL)\patchlevel.h
$(O)vision.o: vision.c $(HACK_H) $(INCL)\vis_tab.h
$(O)weapon.o: weapon.c $(HACK_H)
$(O)were.o: were.c $(HACK_H)
$(O)wield.o: wield.c $(HACK_H)
$(O)windows.o: windows.c $(HACK_H) $(INCL)\wingem.h $(INCL)\winGnome.h
$(O)wizard.o: wizard.c $(HACK_H) $(INCL)\qtext.h
$(O)worm.o: worm.c $(HACK_H) $(INCL)\lev.h
$(O)worn.o: worn.c $(HACK_H)
$(O)write.o: write.c $(HACK_H)
$(O)zap.o: zap.c $(HACK_H)

# end of file

